DragonDoomZ new hotfix version!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Slim
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RE: DragonDoomZ

#21

Post by Slim » Thu Jun 06, 2013 6:18 pm

Echo wrote: (Trivia: Final Flash was ridiculously overpowered.)

Wasn't it overpowered in the show xD
Last edited by Slim on Thu Jun 06, 2013 6:19 pm, edited 1 time in total.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: DragonDoomZ

#22

Post by Echo » Thu Jun 06, 2013 7:02 pm

Suicide Slim wrote: Wasn't it overpowered in the show xD
No, it was just ridiculously powerful. But Vegeta being able to move and look around freely while it charges? And then just turn around and fly off while it chases your target around with near-unavoidable speed?

The Cell Saga would have been over several dozen episodes early if it did that in the show!
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RE: DragonDoomZ

#23

Post by Catastrophe » Thu Jun 06, 2013 7:42 pm

Vegeta can has to stand still but can aim while charging up the final flash, if he fired his aim has to lock.

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RE: DragonDoomZ

#24

Post by Virtue » Thu Jun 27, 2013 12:09 am

Suicide Slim wrote:
Echo wrote: (Trivia: Final Flash was ridiculously overpowered.)

Wasn't it overpowered in the show xD
its now a static charging weapon, that takes twice as long to charge

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RE: DragonDoomZ

#25

Post by Virtue » Tue Jul 16, 2013 5:12 pm

ok some major updates:

fixed most of the little bugs, added food items as health, added kaioken (with a few problems that need to be ironed out) and added a new character amongst other small fixes:

Jeice:
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An allrounder for anyone wanting to play as the bad guys, Jeice is a ki manipulation expert, and has powerful ball weapons. He is very similar to Yamcha but has more ki and health.
Rendzoku: fast firing ki blasts.
Crasher Cannon: a huge beam of ki generated in his right hand, he used this on Goku to try and distract him for Captain Ginyu.
Crusher Ball: His ultimate attack, this stationary move charges a huge ball of ki that homes in on its target with deadly precision.

this may be ready for a beta release, however i still need maps.

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RE: DragonDoomZ first public release!

#26

Post by Virtue » Wed Oct 30, 2013 7:32 pm

First public Alpha release![/size]

ok here's the first release of the mod, there are no levels mind you, and a few doom things still exist, but as for characters (apart from super saiyan) they are pretty much final. Enjoy!

http://www.sendspace.com/file/0rdn5h

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RE: DragonDoomZ first public release!

#27

Post by Slim » Wed Oct 30, 2013 8:10 pm

HGGN. FINALLY! :D

Also, how would this work in Survival? Just wondering since I might wanna try it.
Last edited by Slim on Wed Oct 30, 2013 8:11 pm, edited 1 time in total.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: DragonDoomZ first public release!

#28

Post by Virtue » Wed Oct 30, 2013 8:30 pm

Suicide Slim wrote: HGGN. FINALLY! :D

Also, how would this work in Survival? Just wondering since I might wanna try it.
same way i guess...every character has his own strengths and weaknesses, no one is totally overpowered to the point of being invincible, even the weaker characters have devastating moves.

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RE: DragonDoomZ first public release!

#29

Post by Catastrophe » Wed Oct 30, 2013 8:57 pm

Can you please upload it to a less shitty website? Sendspace purposely slows down your download speed unless you buy their membership.

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RE: DragonDoomZ first public release!

#30

Post by Ivan » Wed Oct 30, 2013 9:35 pm

Catastrophe wrote: Can you please upload it to a less shitty website? Sendspace purposely slows down your download speed unless you buy their membership.
Dropbox would be a decent alternative. Sendspace, Fileshare, Zshare etc are all crap and worthless.
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RE: DragonDoomZ first public release!

#31

Post by Ænima » Wed Oct 30, 2013 10:08 pm

Better yet, get a MediaFire account. Takes 10 seconds.
Reinforcements: midgame Survival joining/respawning
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RE: DragonDoomZ first public release!

#32

Post by Slim » Wed Oct 30, 2013 10:47 pm

Ivan wrote:
Catastrophe wrote: Can you please upload it to a less shitty website? Sendspace purposely slows down your download speed unless you buy their membership.
Dropbox would be a decent alternative. Sendspace, Fileshare, Zshare etc are all crap and worthless.
Dropbox may take a minute or so to setup from scratch, but I agree with Ivan, It's worth it in the long run.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: DragonDoomZ first public release!

#33

Post by DevilHunter » Wed Oct 30, 2013 11:02 pm

Well, if sendspace is sucking for ya, here is a Mirror..

DBZ.pk3

Enjoy

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RE: DragonDoomZ first public release!

#34

Post by Slim » Thu Oct 31, 2013 12:11 am

Virtue wrote:
Suicide Slim wrote: HGGN. FINALLY! :D

Also, how would this work in Survival? Just wondering since I might wanna try it.
same way i guess...every character has his own strengths and weaknesses, no one is totally overpowered to the point of being invincible, even the weaker characters have devastating moves.
Idea, create a server cvar that allows no flight, since vanilla survival maps (ie original doom maps, chillax, etc.) are easily broken by jumping.
Image

"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

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RE: DragonDoomZ first public release!

#35

Post by Catastrophe » Thu Oct 31, 2013 12:16 am

Super goku attacks crash single player, you need to fix that. Also most of yamcha's attacks are krillins.

Why did you give tien a kamehameha? He literally only used it one time ever, and never used it again. I think you should get rid of kamehameha for tien and just stick with his already large arsenal.

You should give chiatzu the ability to detonate himself.

Frieza's ki blasts are purple -NOT- red btw. When frieza fires his "fingerlazer" he should yell out death beam or whatever.

You should fix frieza and piccolos arm sprites because you can clearly see wristbands embedded into their skins.

Otherwise pretty fun.
Last edited by Catastrophe on Thu Oct 31, 2013 12:30 am, edited 1 time in total.

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RE: DragonDoomZ first public release!

#36

Post by Slim » Thu Oct 31, 2013 7:50 am

Now, as shown in this demo, the regenerate ki command just switches you to the the regenerative weapon for that character and charges you up. Not too helpful in a tight spot. It should at least stop you in your tracks and let you keep your weapon selected.

Catastrophe wrote: Frieza's ki blasts are purple -NOT- red btw. When frieza fires his "fingerlazer" he should yell out death beam or whatever.
Then would playing Frieza be quite annoying? We'd get a lot of this:
[spoiler]DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM DEATH BEAM[/spoiler]
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
Image

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RE: DragonDoomZ first public release!

#37

Post by Virtue » Thu Oct 31, 2013 9:11 am

thanks for the comments, ill address them individually:

Sendspace: sorry about that, but i wouldve hosted it on Team DRD but the server is down.
Super goku attacks crash single player, you need to fix that. Also most of yamcha's attacks are krillins.

Why did you give tien a kamehameha? He literally only used it one time ever, and never used it again. I think you should get rid of kamehameha for tien and just stick with his already large arsenal.

You should give chiatzu the ability to detonate himself.

Frieza's ki blasts are purple -NOT- red btw. When frieza fires his "fingerlazer" he should yell out death beam or whatever.

You should fix frieza and piccolos arm sprites because you can clearly see wristbands embedded into their skins.

Otherwise pretty fun.
SSJ isnt finished yet, i forgot to disable it.

No, yamcha's attacks are the standard Turtle School's attacks, apart from his Spirit ball which is his own concoction.

you dont HAVE to use Tien's kamehameha... its just there as an option.

giving chiouztu suicide is a Bad Idea for deathmatch. Can you say spam much?

Frieza's attacks can be any colour he wants, i just used the red and purple motif throughout the range of his attacks. As Suicide Slim stated, shouting death beam every damn time would get annoying, plus he never says it in the show.

changing piccolo and frieza's arms are a huge undertaking to get to look half-way decent, they will eventually be fixed.

This isnt a final release btw.
Now, as shown in this demo, the regenerate ki command just switches you to the the regenerative weapon for that character and charges you up. Not too helpful in a tight spot. It should at least stop you in your tracks and let you keep your weapon selected.
there is no other way of doing it without the use of ACS (which I cant do).

hope that all helps :)

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RE: DragonDoomZ first public release!

#38

Post by Catastrophe » Thu Oct 31, 2013 2:19 pm

you dont HAVE to use Tien's kamehameha... its just there as an option.
So having two hitscan based abilities and solar flare isn't enough? Kamehameha is overkill.
No, yamcha's attacks are the standard Turtle School's attacks, apart from his Spirit ball which is his own concoction.
But you forgot the most important attack, the wolf fang fist.
giving chiouztu suicide is a Bad Idea for deathmatch. Can you say spam much?
Not when it needs a decent amount of build-up time and the explosion isn't instakill.
there is no other way of doing it without the use of ACS (which I cant do).
I really think you should learn ACS for this project, it would improve your work like crazy.

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RE: DragonDoomZ first public release!

#39

Post by Virtue » Thu Oct 31, 2013 2:40 pm

Tien can use Kamehameha, end of. Just cos he doesn't choose to use it more than once doesn't mean he cant do it.

Wolf Fang Fist is a melee move, I MAY incorporate it but tbh it will end up being redundant in deathmatch, standard melee is already pretty powerful. Besides, where in the weapon roster would it go? i dont want to mess up the standard melee/kiblast/kibeam starting order every other character has.

What is the point in chioutzus suicide? in game mechanics mean in deathmatch, when you kill yourself you lose a frag so that move would be totally detrimental to you and the game.

Easier said than done, acs is a very complex script compared to decorate.

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RE: DragonDoomZ first public release!

#40

Post by Catastrophe » Thu Oct 31, 2013 2:42 pm

Welp all my hopes went down for this mod, good luck.

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